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Super Smash Bros. for 3DS |OT2| Nintendo All-Stars Battle Quarter Pounder

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People complain about Little Mac in For Glory. Lucario is the most bullshit fucking character in that mode. Can't kill anyone because of way too large blast zones, he just gets high percent and then can cover half the stage with side B or his ball. Oh want to punish him off stage? Too bad he can land anywhere with his range. What a dumb character.
 
anyone out there able to make anything happen with olimar? he seems so much worse than he was in brawl, i can't seem to figure out a good way to play him.
 
They should have gave Wii Fit Trainer some magical normal moves along with the regular ones. Or at least something that would help her range. She already tosses out magical orbs and can create enormous explosions, so it wouldn't be too out there with the way the character is currently.
Are you complaining about your character not having enough range on her attacks?! Are you mad?
 
This game is rapidly becoming not fun. It's either one sided in my favor and very unsatisfying or they're so good I basically don't get to play. Kinda considering trading it back in. :/
 
Wow your lucina is very aggressive x.x i want to learn her too but you have a great handle on her (。◕‿◕。)

y thank you. My Lucina is alright about ~55% percent of the time, imo. lol. ggs. You're pretty aggressive yourself and you chased me off the stage so many times @.@ good stuff.
 
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Hanafuda bros unite
 
So, the impressions that no one was asking for! My thoughts on the second best Goddess Palutena.

So, my first impressions of Palutena weren't particularly good. I'd picked her up on a whim on my first day of playing the game (and pretty fanatically playing Robin) and I got soundly destroyed. None of her tilts seemed remotely worthwhile and her jab, while decent, I found was pretty easy to get out of. Basically, she wasn't really impressive, and that kinda disappointed me after how excited I'd been for her when she'd been revealed. HOWEVER, I didn't wanna give up on Palutena, so I made her something of a side-project while I tried to get better with Robin. I found out that with some tweaking, Palutena feels pretty good! Gonna condense my thoughts via note form, since I guess no one wants to see a bunch of paragraphs about me waxing on about Palutena. Although I suppose it's gonna be pretty eye-glazing either way, haha.

- The first thing that I realized is that Palutena's ground options are pretty awful. Or at least, incredibly situational to the point where they're pretty much worthless in a general capacity. Almost all of her tilts are laggy and not particularly rewarding. She's got pretty decent range on them, but they're easy to punish and don't do enough damage or knockback to take the risk in using them.
- Utilt is probably the most useful of her tilts in that you can use it to catch someone coming down, and the final hit has pretty good knockback scaling, I noticed. It killed Falco at something like 110%. That said, much like all her other tilts, it's pretty slow, and I dunno if someone could just air-dodge through or something.
- Dtilt is kind of worthless. I think you could maybe use it to catch someone on the ledge, but it reaches out as far as her goddess-like Up-Smash and why would you not use her Up-Smash.
- Ftilt is just... not very good in general. Slow to come out, slow to come back, unimpressive damage or knockback. Its best feature is the decent range, but it's so easy to see coming a lot of the time that I'm pretty sure you could just shield through.
- As a result, Palutena only has like... two good kill moves, and a single reliable one. The first of which is her Up-Smash, and well...
- Up-Smash is ridiculous. Straight up insane. It's a huge pillar of heavenly light and it will destroy anyone at ridiculously low percentages, especially for the game Smash 4 is. The hitbox is deceptively narrow, I've found, but it doesn't really matter that much when it covers pretty much anything. Whether you recover low or high, chances are Palutena's got decent odds of hitting you. You'd have to ride the underside of the stage straight into the ledge to escape. It's her strongest edgeguarding tool and probably the best thing she has going for her. This move is fucking essential.
- Not to say that it's her only good Smash. Her Side-Smash is pretty amazing. Much like her Up-Smash, it kills pretty early and it's got absurd range - just horizontally oriented rather than vertically. Her wings stretch out like a Bowser away from her at least, and she can really consistently kill Falco at like 80%. No VI is factored into this, of course, but with or without, that's really damn early. That said, I think it's a lot easier to react to it than her Up-Smash. However, I've had a weird amount of success catching people off-guard with it out of spot-dodge, so there might be that.
- The main problem is that, because of all this, Palutena has pretty awful options when someone is trying to pressure her up-close. There's no guaranteed 'get off me' button, and Counter is incredibly situational. Racking up damage is hard and approaching from the ground is incredibly unrewarding, and will more than likely be the death of you.

So, you ask, or probably not because who's going to read this, what's the good news?

- The good news is that Palutena's air-game is ludicrously good. At least, if you've got the right specials. And whether or not customizations are allowed is, quite frankly, going to be the major decision factor on Palutena's viability IMO.
- This may sound a little odd, because Palutena's aerials are... by and large, not really that great. U-air is worthless short-hopped or tridashed, and f-air comes out really quickly but it doesn't do very much damage. Her nair is just... kind of bad, as I've noticed with any moves that involve her twirling her staff. Her b-air, however, I really like! It comes out fast, and it deals pretty good damage and knockback. It's definitely her best aerial, IMO. I haven't had much experience with d-air, so I can't say too much about it. I do know that I meteor smashed Falco out of his Firebird recovery with it (and killed him, of course), but I couldn't actually get back to the stage after doing so, and it's kind of hard to land after further testing.
- You know that elegant little pirouette that Palutena does whenever she lands on the ground? That shit is amazing. Palutena's animations are the best.
- What makes Palutena so good in the air is her Jump Glide. This shit is phenomenal and don't let anyone tell you otherwise. It's so good that I see basically no reason to use any other up-special custom. It's got good vertical and amazing horizontal distance, it's incredibly fast and it's pretty maneuverable too. And if you use the move off the ground, she essentially short-hops it instead of doing the full vertical boost. Did I mention that there is literally no landing lag? It's seamless. Palutena is already ready to ground-dash or do anything once she hits the floor. It's essentially a tridash, and it's the best option that Palutena has to approach an opponent. Just fly in, hit them with a f-air and get out. Jump Glide transforms Palutena into a character with quite possibly the greatest aerial mobility in the game. She's a jet fighter. Not much endurance in the air, but shitloads of speed.
- Only thing that I wish were different was the fact that Palutena turns around to face the 'correct' direction when you change direction. If it were more like Peach's float, then you could easily move in for a vastly more preferable b-air. You can still technically land b-airs, mind. It just requires you to cross-up your opponent and hit them while you're behind them, but often times that means having to send them across most of the stage's distance first, which obviously nullifies a lot of the effectiveness it'd have as a kill move.
- Just, uh, don't get too fancy with Jump Glide. It sends you into special fall, so there's nothing you can do while you're falling mid-air after you use it. This usually isn't a big deal since there's, again, absolutely no landing lag once you touch the floor while it's active, but if you get too far off-stage trying to chase someone down or something, there's nothing you can do if you're not near the ledge. As I learned multiple times. If you get near the edge on her Jump Glide, I'd recommend back-pedaling post-haste.
- Palutena's throws aren't very good, but she's got pretty good grab-range and pivot-grabs are really useful. Just don't expect them to kill at percents even remotely practical. They're best for just racking up damage and keeping them off the stage.
- Superspeed is really great, too. I was actually expecting it to be the more useful special between it, and Jump Glide, and while it's not quite as I expected (namely because it has a 'cooldown' time every time you use it), it's really useful if only for the fact that you actually conserve momentum from the move if you jump out of it. This was a big shock to me when I saw it happen on D1's stream, and it's almost as good as I expected it'd be. It makes Palutena's off-stage chases ludicrously high-speed, high distance, and hard to react to. Almost like, y'know. Melee. It's important to note that Palutena has no kill-moves in the air that could be remotely practical to use out of her Superspeed jump, but what she can use it against are characters with poor or linear special recoveries and gimp the hell out of them from off-stage. This synergizes incredibly well with Jump Glide, and makes going insanely far off stage with Palutena, actually pretty risk free. As long as you don't go too deep into the horizontal blast zone, as I've had happen to me. I'd suggest leading your jump a bit to avoid that.
- I think the main problem with this, though, is just the 3DS itself. :lol I've found it pretty hard to accurately connect with an opponent at that speed, since the screen real-estate is pretty tiny and it's just kinda hard to prepare to react when you only see so much of the screen at any one time.
- Autoreticle is love. Autoreticle is life. It covers an impressive amount of space and will inevitably force your opponent on the defensive. Autoreticle is the centerpiece of Palutena's neutral game, which is pretty essential to her, I've found. As I mentioned before, Palutena falls apart against any kind of meaningful up-close pressure, so the answer is pretty much to avoid getting stuck in those situations at all costs. Autoreticle means any opponent without a projectile or a platform has a vastly more complicated job of getting near you in one piece. Obviously, it's the most useful in conjunction with Reflect, to the point where you can even get stalled-out games because of it. :lol
- As I mentioned before, I'm not that impressed with any of Palutena's down specials, but Counter is a known quantity and it's got a pretty situational purpose that Palutena can't really satisfy otherwise in that it's the closest that Palutena has to an escape button. Countering is a decent enough option if you're locked into close-range and you're ready to take the risk for an opportunity to escape.
- I'm utterly terrible at Reflect, but it's probably incredibly useful depending on the match-up. Against characters like Robin or Samus, I expect it to lock down a lot of options those characters have.

TL;DR Float like a butterfly and sting like a bee. Be like the wind. Swift, ephemeral, and constantly eroding everything in your path. And now that I've finished reading this fortune cookie, Palutena isn't about fast kills or great combos. It's playing the waiting game. It's all about frustrating your opponent and making them play how you want them to. She's fairly defensive, and she's better the further away she is from you and the easier she can get out. Palutena shines the most off-stage, or rather, when her opponent is off-stage, since that's where she can use her fairly good gimping ability and her insane Up-Smash.

Most of this is theorycraft by me, mind. I'm not that great at pulling off a lot of what I said, but I did test it out, and it does work (in theory) for me, more or less, and it's how I've had the most success with Palutena so far.

ESSENTIAL COMPETITIVE TIP: Viridi colour alt is the best one. Medusa colour palette users should be scorned.

now to stop playing palutena before my robin skills deteriorate again
 
Palutena's normal moveset seems like an unfocused mess. It seems too eclectic, both visually and functionally, and I think it would have been better had it focused on two or so aspects of her character. Her bizarre forward aerial kick in particular stands out as just unnecessary.

Palutena as a whole feels disappointing. She doesn't feel like she was given a lot of thought beyond her custom moveset gimmick.

EDIT: Hello, Palutena post above me. Whoops, bad timing.
 
Palutena's normal moveset seems like an unfocused mess. It seems too eclectic, visually, and I think it would have been better had it focused on two or so aspects of her character. Her bizarre forward aerial kick in particular stands out as just unnecessary.

Palutena as a whole feels disappointing. She doesn't feel like she was given a lot of thought beyond her custom moveset gimmick.

EDIT: Hello, Palutena post above me. Whoops, bad timing.

I've felt the same from my limited time with her, though I haven't looked at the customs at all. She just feels weird.
 
Wasn't that tier list (lol) made like a week ago or something?

This game is rapidly becoming not fun. It's either one sided in my favor and very unsatisfying or they're so good I basically don't get to play. Kinda considering trading it back in. :/

Aw c'mon man, don't give up! Practice makes perfect. :)
 
<post on Japanese tier list again>

Pls no tier list discussion, it's too early and that list is pretty useless without much actual match-up data and tournament results. We won't see something legitimate until 6 months to a year from now. :x
 
Pls no tier list discussion, it's too early and that list is pretty useless without much actual match-up data and tournament results. We won't see something legitimate until 6 months to a year from now. :x

Yeah, it's way too early for this kind of talk, but it's a common trend with fighting games to just dump out a tier list right away.

though ganon will probably stay there
 
Ah, I should clarify: I didn't mean FAir while on the stage--I meant as an edgeguarding tool. The move is slow an punishable if used while on the stage, but when the opponent is trying to recover, Rosalina's FAir is absolutely brutal.
Ah cool, that makes much more sense.
 
Jiggs being that low already makes that list dumb. And Palutena is underrated. Probably not anywhere near close to top-tier, but Ganondorf-tier she is definitely not.
 
Shulk E Tier.
The curse of my favorites continue.

But honestly I see it.
As much work as I have put in. He still has a lot of short coming's even with the arts.
 
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